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The Witness: Panel Hunt Mode (#3265)
* Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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@@ -9,7 +9,6 @@ from BaseClasses import Entrance, Region
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from worlds.generic.Rules import CollectionRule
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from .data import static_locations as static_witness_locations
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from .data import static_logic as static_witness_logic
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from .data.static_logic import StaticWitnessLogicObj
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from .data.utils import WitnessRule, optimize_witness_rule
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@@ -111,16 +110,24 @@ class WitnessPlayerRegions:
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if k not in player_logic.UNREACHABLE_REGIONS
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}
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event_locations_per_region = defaultdict(list)
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for event_location, event_item_and_entity in player_logic.EVENT_ITEM_PAIRS.items():
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region = static_witness_logic.ENTITIES_BY_HEX[event_item_and_entity[1]]["region"]
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if region is None:
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region_name = "Entry"
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else:
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region_name = region["name"]
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event_locations_per_region[region_name].append(event_location)
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for region_name, region in regions_to_create.items():
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locations_for_this_region = [
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self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"] for panel in region["entities"]
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if self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"]
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in self.player_locations.CHECK_LOCATION_TABLE
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]
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locations_for_this_region += [
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static_witness_locations.get_event_name(panel) for panel in region["entities"]
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if static_witness_locations.get_event_name(panel) in self.player_locations.EVENT_LOCATION_TABLE
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]
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locations_for_this_region += event_locations_per_region[region_name]
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all_locations = all_locations | set(locations_for_this_region)
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